mirror of https://github.com/PCSX2/pcsx2.git
163 lines
4.0 KiB
C++
163 lines
4.0 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSDeviceOGL.h"
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#include "GSTables.h"
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static const uint32 g_vs_cb_index = 20;
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static const uint32 g_ps_cb_index = 21;
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static const uint32 g_gs_cb_index = 22;
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void GSDeviceOGL::CreateTextureFX()
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{
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GL_PUSH("CreateTextureFX");
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m_vs_cb = new GSUniformBufferOGL(g_vs_cb_index, sizeof(VSConstantBuffer));
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m_ps_cb = new GSUniformBufferOGL(g_ps_cb_index, sizeof(PSConstantBuffer));
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// warning 1 sampler by image unit. So you cannot reuse m_ps_ss...
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m_palette_ss = CreateSampler(false, false, false);
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glBindSampler(1, m_palette_ss);
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// Pre compile all Geometry & Vertex Shader
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// It might cost a seconds at startup but it would reduce benchmark pollution
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for (uint32 key = 0; key < countof(m_gs); key++) {
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GSSelector sel(key);
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if (sel.point == sel.sprite)
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m_gs[key] = 0;
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else
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m_gs[key] = CompileGS(GSSelector(key));
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}
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for (uint32 key = 0; key < countof(m_vs); key++) {
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// wildhack is only useful if both TME and FST are enabled.
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VSSelector sel(key);
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if (sel.wildhack && (!sel.tme || !sel.fst))
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m_vs[key] = 0;
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else
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m_vs[key] = CompileVS(sel, !GLLoader::found_GL_ARB_clip_control);
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}
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// Enable all bits for stencil operations. Technically 1 bit is
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// enough but buffer is polluted with noise. Clear will be limited
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// to the mask.
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glStencilMask(0xFF);
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for (uint32 key = 0; key < countof(m_om_dss); key++) {
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m_om_dss[key] = CreateDepthStencil(OMDepthStencilSelector(key));
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}
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// Help to debug FS in apitrace
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m_apitrace = CompilePS(PSSelector());
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GL_POP();
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}
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GSDepthStencilOGL* GSDeviceOGL::CreateDepthStencil(OMDepthStencilSelector dssel)
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{
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GSDepthStencilOGL* dss = new GSDepthStencilOGL();
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if (dssel.date)
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{
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dss->EnableStencil();
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dss->SetStencil(GL_EQUAL, GL_KEEP);
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}
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if(dssel.ztst != ZTST_ALWAYS || dssel.zwe)
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{
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static const GLenum ztst[] =
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{
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GL_NEVER,
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GL_ALWAYS,
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GL_GEQUAL,
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GL_GREATER
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};
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dss->EnableDepth();
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dss->SetDepth(ztst[dssel.ztst], dssel.zwe);
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}
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return dss;
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}
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void GSDeviceOGL::SetupCB(const VSConstantBuffer* vs_cb, const PSConstantBuffer* ps_cb)
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{
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GL_PUSH("UBO");
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if(m_vs_cb_cache.Update(vs_cb)) {
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m_vs_cb->upload(vs_cb);
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}
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if(m_ps_cb_cache.Update(ps_cb)) {
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m_ps_cb->upload(ps_cb);
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}
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GL_POP();
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}
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void GSDeviceOGL::SetupVS(VSSelector sel)
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{
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m_shader->VS(m_vs[sel]);
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}
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void GSDeviceOGL::SetupGS(GSSelector sel)
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{
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m_shader->GS(m_gs[sel]);
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}
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void GSDeviceOGL::SetupPS(PSSelector sel)
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{
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// *************************************************************
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// Static
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// *************************************************************
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GLuint ps;
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auto i = m_ps.find(sel);
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if (i == m_ps.end()) {
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ps = CompilePS(sel);
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m_ps[sel] = ps;
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} else {
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ps = i->second;
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}
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// *************************************************************
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// Dynamic
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// *************************************************************
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m_shader->PS(ps);
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}
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void GSDeviceOGL::SetupSampler(PSSamplerSelector ssel)
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{
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PSSetSamplerState(m_ps_ss[ssel]);
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}
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GLuint GSDeviceOGL::GetSamplerID(PSSamplerSelector ssel)
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{
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return m_ps_ss[ssel];
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}
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GLuint GSDeviceOGL::GetPaletteSamplerID()
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{
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return m_palette_ss;
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}
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void GSDeviceOGL::SetupOM(OMDepthStencilSelector dssel)
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{
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OMSetDepthStencilState(m_om_dss[dssel]);
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}
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